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Post by Dungeon Master on Feb 9, 2007 7:09:04 GMT 7
Ability Scores You can ask your Dungeon Master(DM) for your rolled Ability Score or Or use the point system. Point System Buy: All abilities start at 8. Take 25 points to spread out among all abilities. For ability scores up to 14, you buy them on a 1-for-1 basis. For abilities above 14, it costs a little more. This method allows for maximum customization, but you should expect each PC to have at least one really good score. Ability Score___________Point Cost 9____________________1 10____________________2 11____________________3 12____________________4 13____________________5 14____________________6 15____________________8 16____________________10 17____________________13 18____________________16 Then Choose Races and Classes Races: Human- Free Feat at starting Level/Bonus Skill Points Elves- +2DEX,-2CON Low-light Vision, Bow Proficiency, Sleep Immune Dwarves-+2CON,-2CHA/Darkvision 60ft./ Poison resist Half-Elf- Halfling- +2DEX/-2STR/small/bonus vs. kobolds/orcs/goblins Gnome- +2CON/-2STR/small/bonus vs. kobolds/orcs/goblins Half-Orc- +2STR/-2CHA/-2INT/darkvision 60ft. Classes: Monk- Paladin- Ranger- Rogue- Sorcerer- Wizard- Classes/Races other than those listed here must be consulted with your DM
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Post by DMpoy on Feb 12, 2007 4:31:46 GMT 7
A big, dumb fighter-type clad in furs who hacks up the enemy in a berserk rage -- that's the quintessential fantasy image of the barbarian -- or perhaps the stereotypical one. This particular image also portrays the barbarian as uncouth, uncultured, and generally uninhibited. Such a character appeals to all of us from time to time, but moving beyond the stereotype allows the creation of a character with great depth and a wide array of useful abilities. Barbarian- The Pros and Cons of a Barbarian The barbarian is made for fighting, but he's definitely more than just an uncivilized fighter. He comes with his own set of advantages and disadvantages. Barbarian Assets When you choose a barbarian, you have plenty of options for creating an interesting character. Below are several assets you have going for you with a character of this class. * High Hit Points: The barbarian's 12-sided Hit Dice give him unmatched hit points, especially if he has a decent Constitution score. * Good Attack Bonus: A barbarian's base attack bonus is +1 per level, which is the best in the game. Thus, a barbarian can take on almost any foe and expect to land effective blows. * Good Fortitude Saves: A barbarian uses the best save progression in the game for Fortitude saves (see Table 3-1 in the Player's Handbook). This natural hardiness helps him resist most effects that attack his body, such as poison, polymorphing, and energy draining. * Good Weapon Selection: Because he can use any simple or martial weapon, a barbarian is a deadly opponent with just about any weapon in his hand. * Good Armor Class: A barbarian is proficient with light and medium armor and every kind of shield except a tower shield. The lack of heavy armor keeps his Armor Class rating from reaching the stratosphere, but a properly equipped barbarian is no slouch when it comes to defense. * Rage: A barbarian is an efficient fighter in most circumstances, but his signature ability -- rage -- turns him into a veritable killing machine. The Strength boost that rage provides makes his attacks more potent, and the Constitution increase makes him extra tough, at least for a short time. * Defensive Abilities: A 2nd-level barbarian's uncanny dodge ability keeps him from suffering the usual ill effects when he is surprised or otherwise caught off guard. Some of his other class features -- especially the ability to avoid traps (gained at 3rd level) and the ability to resist blows (gained at 7th level) -- also help to protect him from harm. * Quick Movement: A barbarian who isn't carrying a heavy load or wearing heavy armor enjoys a modest boost in speed that helps him cover ground in a hurry. * Good Skill Selection: The barbarian has a substantial list of class skills that make him alert, mobile, and self-sufficient. Barbarian Weaknesses As with members of any other character class, the barbarian's many advantages come at a price. Here are a few of the disadvantages you should keep in mind if you're considering a barbarian character. * Poor Reflex and Will Saving Throws: Barbarians have the worst progression for Reflex and Will saves in the game (see Table 3-1 in the Player's Handbook). This drawback means they aren't so great at avoiding most kinds of magical attacks. * Illiterate: Unless he spends some skill points to learn how to read and write (or takes levels in some other class), your barbarian character remains illiterate for life. Illiteracy usually isn't a deadly flaw, but it can prove embarrassing or inconvenient. * Curiously Vulnerable: In spite of the barbarian's formidable defenses, he can die quite easily if you aren't careful about how you play him. His rage ability lowers his Armor Class just when he needs it most, and his superior speed makes it easy to outrun his allies just when their aid might be most valuable. Furthermore, the loss of his temporary hit points after rage makes it easy for him to die after giving his all. Playing a Classy Barbarian Great barbarians usually use the following techniques. So if you're playing such a character, try to build your strategy around these concepts. Be Flexible Even though you're clearly a combat-oriented character, you can fill many different roles in an adventuring party. Your fighting ability makes you a suitable candidate for party leader, no matter where the group goes. Your Strength also comes in handy for workaday tasks that are best performed at the front of the party, such as smashing down locked doors. On the other hand, your speed and perception skills can make you an effective scout. Or you might consider functioning as the group's rear guard, since your uncanny dodge ability lets you shake off surprise attacks and your speed lets you reach the front of the group quickly when the need arises. If you're prepared to do what your party needs, you'll quickly become invaluable to the group. Rage Early, Rage Often Your rage ability is so powerful that you may be tempted to keep it in reserve, but doing so isn't always the best plan. It's best to rage when you're close to full hit points, so that you're less likely to literally die on your feet. Friends in Need Your fighting ability provides a great boost to your party's overall combat prowess. If you waste or misuse that ability, the whole party suffers. Likewise, you'll often need the support of the rest of your group just to survive. The Party's Scout: If you're not the party's scout, your great speed and fighting prowess make you the obvious person to rescue that character when misfortune strikes (and it often does). The Party's Arcane Spellcaster: This character is everything you're not: weak, vulnerable, and delicate. So be prepared to put yourself between the arcane spellcaster and the enemy when needed -- or at least be ready to come to her aid when danger approaches. The Party's Divine Spellcaster: Get friendly and stay friendly with your party's cleric, druid, or paladin. This character's healing spells can keep you alive, especially when you're coming out of a rage with heavy damage. Some Key Equipment As a barbarian, you rely heavily on your gear, so it pays to collect the right equipment. Below are some essential pieces to pack. * Armor and Shield: Get the best medium armor you can afford because you'll need that Armor Class. You should also plan to carry a heavy shield unless you intend to use a two-handed weapon. And don't overlook other defensive items, such as rings of protection and amulets of natural armor. Keep in mind that several lesser items with bonuses that stack can give you better protection, and at a cheaper price, than one big item. If you do a lot of wilderness adventuring, consider some backup armor, such as suit of studded leather (or a mithral chain shirt, if you can afford it) that you can wear at night. If you try to sleep in heavy armor you'll have penalties the next day. But if you sleep in your skivvies, you'll be in trouble if you're attacked in the night. * Primary Melee Weapon: For sheer damage-dealing ability, nothing beats a two-handed weapon, such as a greatsword or greataxe -- especially when you're raging or using the Power Attack feat (or both). But a two-handed weapon does prevent you from using a shield, and you need all the Armor Class you can get. Furthermore, a weapon with a big damage multiplier can help you get the most out of your Strength score and rage ability when you confirm a critical hit. Given all those considerations, a battleaxe is a great choice. Alternatively, if you want to spend a feat on an exotic weapon, consider a dwarven waraxe. * Backup Melee Weapon: Always have a light weapon or two handy. A light slashing weapon, such as a dagger or hand axe, can help get you out of a tight spot (for example, being swallowed whole by a big monster). It also pays to have another weapon on hand in case you lose your primary one or find that it isn't effective. Make sure this weapon deals a different kind of damage than your primary weapon does. For example, if you normally use a battleaxe (a slashing weapon), consider a morningstar (which deals both bludgeoning and piercing damage) as a backup. * Ranged Weapon: Your forte is melee combat, but you won't always be able to reach your foes, and your allies won't always want to go toe-to-toe with the enemy. A composite bow is a great choice because you can spend a little extra money on it and add your Strength bonus to damage.
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Post by DMpoy on Feb 12, 2007 4:39:30 GMT 7
Bards are often depicted as ne'er-do-wells and charlatans who prefer not to meet challenges head on. A character who fits that stereotype can be fun, but a bard also can function as a person of deep knowledge and wide experience, a folk hero, a slumming aristocrat, or a general handyman. Bard- The Pros and Cons of a Bard A bard most often exercises his true strength through others. He also has abilities and spells that provide information, or that serve some other utilitarian function. Bard Assets When you chose a bard, you gain access to a substantial array of magical abilities, most of which influence other creatures. Below are several assets you have going for you when you play a bard. * Good Skill Points: With 6 skill points per level, a bard with a decent Intelligence score can buy plenty of skill ranks. * Good Skill Selection: The bard has a substantial list of class skills. Most of them (such as Bluff, Diplomacy, and Sense Motive) involve character interaction, but bards also have access to stealth skills (such as Hide and Move Silently), informational skills (such as Decipher Script and Gather Information), and movement skills (such as Balance, Climb, and Jump). * Good Reflex and Will Saves: A bard uses the best save progression in the game for Reflex and Will saves (see Table 3-1 in the Player's Handbook). His natural grace helps him avoid most effects that could deal damage or entrap him, such as area spells, entanglement, and many traps. The fact that the bard also uses the best progression for Will saves allows him to withstand assaults on his mind or spirit. * Bardic Music: A bard's music (or poetry) literally makes magic. With it, he can counter most sound-based effects, inspire his allies, and even bend others to his will. To get the most out of his bardic music abilities, however, he has to keep buying ranks of Perform throughout his career. * Bardic Knowledge: A bard has at least a slight chance to know something about almost anything. * Spells: A bard has access to spells that heal allies, stymie enemies, or provide other useful effects. Bard spells generally aren't flashy, but they can be quite effective when used with forethought and skill. And a bard doesn't have to carry spellbooks; he can choose a personal repertoire of spells that he can cast anytime. He does have a daily limit on the number of spells of each level he can cast, but he can freely cast any spell he knows until he reaches that limit. So he doesn't have to guess ahead of time which spells to prepare -- if he needs to cast a particular spell several times in the same day, he can do so. Bard Weaknesses As with characters of other classes, the bard's many advantages come at a price. Here are a few of the disadvantages you should keep in mind if you're considering a bard character. * Poor Fortitude Saving Throws: Bards have the worst progression for Fortitude saves in the game (see Table 3-1 in the Player's Handbook). Thus, they aren't so great at shrugging off effects that attack their bodies. * Fairly Low Hit Points: The bard's 6-sided Hit Dice give him only a moderate number of hit points. But even though he can't take much physical punishment, he does need to enter combat occasionally because his spells don't pack much offensive punch. * Fairly Low Armor Class: The fact that a bard has proficiency with only light armor and shields other than tower shields leaves him with only a mediocre Armor Class. The combination of modest hit points and middling Armor Class usually means that a bard can afford to fight a little, but he doesn't have much staying power in a pitched battle. To make matters worse, donning medium or heavy armor may cause his arcane spells to fail. A bard can improve his defenses in various ways, but all of them deplete his resources. * Limited Spell Choices: Once a bard chooses spells, his repertoire remains more or less fixed, except for new additions as he attains higher levels. He has a limited ability to change his repertoire, but for the most part, he is stuck with whatever spells he has chosen. Playing a Classy Bard Great bards usually use the following techniques, so if you're playing one, try to build your strategy around these concepts. Staying on Top of Things Your ability to win friends and influence people isn't worth much if your party tends to slay first and ask questions later. Thus, you should always be ready to talk about options with intelligent foes. Furthermore, you need to move quickly when an encounter begins, so that you have a chance to exchange a few words with opponents before swords and spells fly. On the other hand, your ability to call up obscure information can be a real lifesaver when a baffling situation arises. So be ready to ask some questions that can get to the heart of the matter when you see the game grinding to a halt. Your spell selection greatly influences the contributions that you can make during an encounter, so it pays to choose spells that keep your options open. A good mix includes a few offensive spells (though not many are available to you), some defensive spells, and some miscellaneous spells for healing damage, boosting ability scores, and expanding your personal capabilities. With your skills, spells, class features, and combat ability, you can respond to an encounter in any number of ways. A quick analysis of the situation should help you choose the best option, so always think before you act. Power Multiplier As a bard, you can make a big impact on the game by working through others, so be prepared to lend your support whenever you can. Your inspire courage ability can boost your whole party simultaneously, and you can use inspire competence to assist a friend with just about any task. In addition, spells such as good hope, haste, heroism, and rage can give your whole group a boost. You can also work well with specific members of your party, as noted below. The Party's Main Fighter: Whoever has to stand in the front line and handle most of the fighting can benefit from cure light wounds or other medicinal spells you might have in your repertoire. You also have enough fighting ability to step in and give your party's fighter a hand when the situation gets tough. For example, you might help him by flanking a foe or dealing with an enemy flanker. The Party's Scout: Your divination spells (if you have them) and your knack for uncovering obscure information can keep stealthy characters such as rogues, rangers, and monks from getting in over their heads. Furthermore, if misfortune befalls the party's scout, your fighting ability makes you a candidate for the rescue party, and your spells could come in handy -- both during the rescue and for healing the injured scout. Other Spellcasters: You probably have more hit points and a better Armor Class than the other spellcasters in your group -- except perhaps for the party's druid or cleric. So try to stay close enough to your fellow spellcasters so that you can protect them if a foe breaks through the front line. Some Key Equipment The right gear can help you quite a bit with a bardic career. Below are some essential pieces to pack. * Armor: Even though you won't spend all your time in the front lines, some kind of protective gear is essential. As noted earlier, you can use light armor and most shields, and items such as these provide decent protection at a reasonable price. Unfortunately, both shields and medium or heavy armor saddle you with an arcane spell failure chance. If you want to spend more money for less protection, you can load up on defensive magic items such as a ring of protection, an amulet of natural armor, and bracers of armor. You'll probably have a lower Armor Class, but no arcane spell failure chance. * Melee Weapon: You're proficient with simple weapons and a small selection of other weaponry, and you're not by any means helpless in combat, so choose an efficient melee weapon. A longsword or rapier is fairly effective, and a rapier works with the Weapon Finesse feat, which allows you to use your Dexterity bonus for melee attacks -- a handy benefit if you've chosen a high Dexterity score. * Backup Melee Weapon: Always have a light weapon or two handy. A light slashing weapon, such as a dagger or hand axe, can help get you out of a tight spot (for example, being swallowed whole by a big monster). It also pays to have a hefty weapon on hand in case you lose your primary one or find that it isn't effective. Make sure this weapon deals a different kind of damage than your primary weapon does. For example, if you normally use a rapier (a piercing weapon), consider a mace (which deals bludgeoning damage) as a backup. A sap can also prove handy for subduing foes you wish to question later. * Ranged Weapon: You can greatly increase your survival chances by keeping your foes at a distance during combat. A composite shortbow offers good range, and you can make multiple attacks with it if your base attack bonus allows it. Earlier in your career, though, the heavy crossbow may prove a better choice. It has a slow rate of fire, but it deals good damage. And to round out your weapon selection, consider carrying some of those handy daggers and hand axes, which can be thrown as well as used in melee.
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Post by DMpoy on Feb 12, 2007 4:41:43 GMT 7
At first glance, the cleric may seem a bit lackluster -- a mere healing machine whose medicinal spells provide vital party support, but not much excitement. First impressions often prove false, however, and dismissing the cleric as the character "someone" has to play is a big mistake. A well-constructed cleric, played with fervor and understanding is not only an asset to the party, but an immensely satisfying character as well. Cleric- The Pros and Cons of a Cleric The cleric has a bit of everything -- decent combat skills, a wide range of spells, the ability to wear armor, and a few special powers. As such, clerics can play many roles in an adventuring group. Cleric Assets When you chose a cleric, you gain access to the all-important healing spells, but the class offers other potent spells and some useful powers as well. Below are several assets you have going for you when you play a cleric. * Power over the Undead: A good cleric can drive off or destroy undead creatures, and an evil cleric can make them stop in their tracks, or even obey his orders. A neutral cleric gets to choose between these effects -- but once that choice is made, he can't change his mind. * Good Fortitude and Will Saves: A cleric uses the best save progression in the game for Fortitude and Will saves (see Table 3-1 in the Player's Handbook). This natural mental and physical strength helps him resist most effects that fool his mind, assault his spirit, or attack his body -- including charms, compulsions, illusions, fear,polymorphing, poisons, and even disintegration. Furthermore, the high Wisdom score that a cleric needs for his spellcasting also gives his Will save a hefty boost. Few other classes can match a cleric's saving throw bonuses. * Good Spell Selection: The cleric spell list is packed with lifesaving spells such as slow poison, neutralize poison, remove disease, and the ever-popular cure spells. He also has access to potent attack spells such as spiritual weapon, searing light, and flame strike, as well as excellent defensive and utilitarian spells. Better yet, he has access to the whole clerical spell list, not just those that he can place in a spellbook or master for a personal spell list. * Spontaneous Spells: A cleric with a good alignment can spontaneously convert any spell he has prepared into a cure spell. This ability allows him to load up on flashier spells and then convert them to healing as his party needs it. Likewise, a cleric with an evil alignment can spontaneously convert any spell he has prepared into an inflict spell, so he always has a nasty surprise in store for his foes. * Domains: Your cleric can make two choices from a wide variety of clerical domains, each of which gives him a special ability and access to extra spells. Domains are a great tool for customizing your cleric. * Good Armor Class: A cleric has access to defensive spells that improve his Armor Class (such as shield of faith), as well as spells that can cause foes to miss him (such as entropic shield). Such spells combined with the fact that he can wear any kind of armor and use any kind of shield (except a tower shield) mean a cleric usually has quite an impressive Armor Class. * Good Hit Points: The cleric's 8-sided Hit Dice give him a fairly impressive hit point total. * Good Attack Bonus: A cleric's base attack bonus -- +3 per four levels -- is second only to that of the more martial classes, such as the fighter. So if your cleric decides to enter combat, he can make a pretty good showing. Cleric Weaknesses The cleric's many advantages come at a price. Here are a few of the disadvantages you should keep in mind if you're considering a cleric character. * Low Skill Points: At a mere two skill points per level, most clerics don't accumulate many skill ranks, even with quadruple skill points at 1st level. * Mediocre Weapon Selection: The cleric is proficient only with simple weapons. Most of the weapons in this category are fairly decent, but they're not the most deadly ones available. * Low Mobility: A cleric's reliance on heavy armor makes him a slow mover on the battlefield. * Poor Reflex Saving Throws: Clerics have the worst progression for Reflex saves in the game (see Table 3-1 in the Player's Handbook). Thus, they aren't so great at getting out of the way when things get rough. Playing a Classy Cleric Great clerics usually use the following techniques. So if you're playing a cleric, try to build your strategy around these concepts. Thinking Ahead As a cleric, you have to make many of your most important decisions before an adventure begins. Your daily spell preparation has a big effect on how you play your character and what your party can expect to accomplish on any given day. Thanks to the wide selection of spells available to you, you can function as a detective (by loading up on divination spells), a medic (by loading up on healing spells), a combatant (by loading up on spells that enhance your fighting abilities), a ranged attacker (by loading up on combat spells), or a force multiplier (by loading up on spells that make your allies stronger). At higher levels, you may have enough spells available to fill two or more of these roles simultaneously. When you choose spells, it pays to know what your party expects from you. You are among your party's most versatile members, and quite possibly the only one who can stand between a fellow party member and an untimely death. If your party expects you to play the role of combat medic and you're not prepared to do so, be sure to let the rest of the players know so that they can plan accordingly. In any case, plan to stay close to the action so that you can intervene with a spell or physical attack when necessary. You're fairly hardy compared with other characters, and your group can easily go down to defeat if you're timid when the going gets tough. On the other hand, your healing ability makes you invaluable to the others, so don't be the first one to rush into danger, or even into potential danger. Your Friends are Your Best Weapons You can have a big impact on the game by working through others, so be prepared to lend your support whenever you can. The Party's Main Fighter: Whoever has to stand in the front line and handle most of the fighting will look to you for healing and other kinds of cures from time to time. If you're stingy with your healing spells, the adventure could be over more quickly than you think. A single cure light wounds or cure moderate wounds spell can keep a fighting character going, ultimately dealing more damage to the enemy than any of your other spells can. The Party's Scout: Stealthy characters such as rogues, rangers, and monks often get in over their heads, so plan to be part of the rescue party that moves in to save them. You're also the one who must piece the scout back together after a mishap involving a trap or some other unseen danger. Other Spellcasters: You probably have more hit points and a better Armor Class than the other spellcasters in your group, so try to stay close to them so that you can protect them if a foe breaks through the front line. Whenever possible, try to coordinate your daily spell choices with the other spellcasters in your group. Your spell selection is almost certainly broader than theirs, so be ready to fill any gaps. Useful spells such as detect magic and water breathing are probably best provided by you, especially if you're a good cleric, since you can swap them out for healing spells if they're not needed. Be Your Own Best Friend Your support functions make you useful to any group, but the game can become a drag if you always put others first. So don't let the other players push you around -- always insist on making decisions for yourself. Like any other character, you do need to put the group's survival first, but don't let the others dictate how you should do it. Some Key Equipment A cleric's gear is nearly as important to him as his spells, so don't neglect it. Below are some essential pieces to pack. * Armor: Plan to buy the best armor you can afford, and carry a heavy shield as well -- you'll never regret having a formidable Armor Class. And don't overlook other defensive items you can wear, such as rings of protection and amulets of natural armor. Several lesser items whose benefits stack give you better protection, and at a cheaper price, than one big item. If you do a lot of wilderness adventuring, consider some backup armor, such as a suit of studded leather (or a mithral chain shirt if you can afford it) to wear at night. If you try to sleep in heavy armor, you'll have penalties the next day. But if you sleep in your skivvies, you'll be in trouble if you're attacked during the night. * Melee Weapon: You're pretty good in combat, so be prepared to fight. A heavy mace or morningstar packs the most punch. Alternatively, if you have the War domain and the right deity, you can get access to a martial weapon, which may be much better than any of the simple ones. * Ranged Weapon: A light crossbow can prove as effective as a low-level attack spell against some opponents. Use it when the opposition isn't threatening enough to merit the use of your spells. You might also consider a heavy crossbow -- a deadly weapon, even though reloading it is a slow process. That reload time might not bother you too much, though, because you might find that casting a spell or entering melee is more worthwhile than taking a second shot. * Backup Spells: You never know when you'll run out of spells. Furthermore, you never know when you'll need a particular spell -- and need it very badly. So it pays to keep some spellcasting power in reserve via a collection of scrolls, wands, or both. Scrolls are a great way to carry along useful spells (such as remove blindness/deafness, dispel magic, or remove disease) that you might not use in every adventure. Best of all, if you have the Scribe Scroll feat, you can make scrolls yourself, though doing so uses up time, money, and experience points. Wands are useful for bread-and-butter spells that you use often, especially healing spells such as cure light wounds.
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Post by DMpoy on Feb 12, 2007 4:50:02 GMT 7
Many players think the druid belongs out in the wilderness, where she can frolic with the animals and work magic suited for the outdoors. To such people, a druid in a city or a dungeon seems as out of place -- and about as useful -- as a speedboat in the desert. As is often the case, popular opinion about the druid isn't completely wrong, but it fails to grasp the character's true potential. Druid- The Pros and Cons of a Druid The druid's many abilities make for a versatile and powerful character who can excel in almost any surroundings. Druid Assets When you chose a druid, you gain access to many spells that affect plants and animals, but the class offers other potent spells and useful powers as well. Below are several assets you have going for you when you play a druid. * Animal Companion: At 1st level, a druid has an animal ally that trusts her implicitly and generally obeys her orders. As the druid advances in level, the animal becomes even more powerful. * Nature-Related Abilities: Even a beginning druid can influence animals and get along in the wild. As she progresses in level, she gains additional abilities that improve her movement through natural terrain, allow her to resist natural venom, and eventually even negate the ravages of time. * Wild Shape: Beginning at 5th level, the druid can assume some animal forms. Depending on the exact shape she chooses, she can improve her mobility, fighting power, stealth -- or even all three. Additional druid levels allow her to wild shape into smaller and larger animals, and eventually into potent elemental forms as well. * Good Fortitude and Will Saves: A druid uses the best save progression in the game for Fortitude and Will saves (see Table 3-1 in the Player's Handbook). This natural mental and physical strength helps her resist most effects that fool her mind, assault her spirit, or attack her body -- including charms, compulsions, illusions, fear,polymorphing, poisons, and even disintegration. Furthermore, the high Wisdom score that a druid needs for her spellcasting also gives her Will save a hefty boost. Few other classes can match a druid's saving throw bonuses. * Good Spell Selection: The druid spell list is packed with spells that manipulate energy or the natural world, such as entangle, warp wood, produce flame, chill metal, heat metal, call lighting, stone shape, and flame strike. Many of these spells are useful for attacking foes, and others provide handy abilities on a temporary basis. The druid also has access to lifesaving spells such as slow poison, neutralize poison, remove disease, and the ever-popular cure spells. In addition, she can cast defensive spells, spells that bolster her allies, and spells that summon aid. Best of all, she has access to the whole druid spell list, not just the spells that she can place in a spellbook or master for a personal spell list. * Spontaneous Spells: A druid can spontaneously convert any spell she has prepared into a summon nature's ally spell. This ability allows her to load up on attack or utilitarian spells and still conjure up help if she needs it. * Good Hit Points: The druid's 8-sided Hit Dice give her a fairly impressive hit point total. * Good Attack Bonus: A druid's base attack bonus -- +3 per four levels -- is second only to that of the more martial classes, such as the fighter. So if your druid decides to enter combat, she can make a pretty good showing. Druid Weaknesses The druid's many advantages come at a price. Here are a few of the disadvantages you should keep in mind if you're considering a druid character. * Mediocre Weapon Selection: The druid is proficient with only a limited array of simple and martial weapons that fit the druidical ethos. Her selection includes a few very serviceable weapons, but they're not the most deadly ones available. * Mediocre Armor Class: The druid has access to defensive spells such as barkskin that improve her Armor Class, and to spells such as stoneskin that can help her withstand damage. However, she is proficient with only light and medium armor, plus all shields (except tower shields). To make matters worse, her armor and shield cannot be made from metal. These limitations still allow her a decent personal defense, but her Armor Class definitely isn't the best, and she's likely to suffer for it during any prolonged battle. * Poor Reflex Saving Throws: Druids have the worst progression for Reflex saves in the game (see Table 3-1 in the Player's Handbook). Thus, they aren't so great at getting out of the way when things get rough. Playing a Classy Druid Great druids usually use the following techniques. So if you're playing a druid, try to build your strategy around these concepts. Thinking Ahead As a druid, you have to make many of your most important decisions before an adventure begins. Your daily spell preparation has a big effect on how you play your character and what your party can expect to accomplish on any given day. Many of your most effective spells work to best advantage only when you're outdoors in a natural setting. So if you're getting ready for an underground adventure or one in an urban setting, avoid spells such as entangle and call lightning. Keep in mind, however, that some of your spells can work well even when others don't. Most fantasy cities, for example, are well populated with animals that you can interrogate via the speak with animals spell, and most dungeons are made of stone, which offers numerous ways to use the stone shape spell. Your wild shape ability gives you considerable flexibility, and it pays to plan how best to use it before you actually need it. If your group needs extra fighting power, consider animal forms that are useful for combat, such as wolves or bears. Smaller forms, such as bats or birds, are good for stealth and scouting. In any case, plan to stay close to the action so that you can intervene with a spell or physical attack when necessary. You're fairly hardy compared with other characters, and your group can easily go down to defeat if you're timid when the going gets tough. But you don't always have to place yourself in the line of fire; your animal companion can often act as a stand-in for you when some physical action is required. Your Friends are Your Best Weapons You can have a big impact on the game by working through others, so be prepared to lend your support whenever you can. Natural Allies: Spells such as barkskin, magic fang, and animal growth are great ways to improve your animal companion or give a boost to a creature that you've summoned. But don't go overboard; your allies might become annoyed if you invest too many spells in your animal companion -- especially healing spells. The Party's Main Fighter: A single cure light wounds or cure moderate wounds spell can keep a fighting character going, ultimately dealing more damage to the enemy than any of your other spells can. If you have no healing spells prepared, consider using a summon nature's ally spell to help take the heat off your party's front line. Your animal companion can lend some aid as well. The Party's Scout: Stealthy characters such as rogues, rangers, and monks often get in over their heads. Your wild shape ability lets you stage a quick rescue or even unobtrusively tag along to lend a hand if needed. Other Spellcasters: You probably have more hit points and a better attack bonus than the other spellcasters in your group, and your Armor Class is likely better than that of any arcane spellcaster in the party, except possibly a bard. So try to stay close enough to your fellow spellcasters that you can protect them if a foe breaks through the front line. Whenever possible, try to coordinate your daily spell choices with the other spellcasters in your group. Your spell selection is almost certainly broader than theirs, so be ready to fill any gaps. Useful spells such as speak with animals and water breathing are probably best provided by you, since you can swap them for summon nature's ally spells if they're not needed. Wild Shape with Care Assuming a wild shape interferes with your ability to use weapons and tools and with your ability to speak to your fellow adventurers. It also keeps you from casting spells unless you have the Natural Spell feat. For all these reasons, wild shape is not an ability to use frivolously -- your best bet is to stay in your natural form until you need to assume another one. Some Key Equipment A druid's gear is nearly as important to her as her spells, so don't neglect it. Below are some essential pieces to pack. * Armor: Plan to buy the best armor you can afford (typically hide armor for a druid) and carry a heavy wooden shield as well -- you'll never regret having a formidable Armor Class. And don't overlook other defensive items you can wear, such as rings of protection. An amulet of natural armor can also prove useful, but it won't work with a barkskin spell. Several lesser items whose benefits stack give you better protection, and at a cheaper price, than one big item. * Melee Weapon: You're pretty good in combat, so be prepared to fight. A scimitar or spear packs the most punch. * Ranged Weapon: A sling or dart can prove as effective as a low-level attack spell against some opponents. Use them when you need to conserve your spells or when the opposition isn't threatening enough to merit spell use. * Backup Spells: You never know when you'll run out of spells. Furthermore, you never know when you'll need a particular spell -- and need it very badly. So it pays to keep some spellcasting power in reserve via a collection of scrolls, wands, or both. Scrolls are a great way to carry along useful spells (such as soften earth and stone, dispel magic, or remove disease) that you might not use in every adventure. Best of all, if you have the Scribe Scroll feat, you can make scrolls yourself, though doing so uses up time, money, and experience points. Wands are useful for bread-and-butter spells that you use often, especially healing spells such as cure light wounds.
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Post by DMpoy on Feb 12, 2007 5:02:13 GMT 7
Play a fighter, said your friends. It's easy for a beginner to play and gives you plenty of action. But is a fighter just a sword-swinging automaton, or does he have more to offer? Fighter- The Pros and Cons of a Fighter At first glance, the fighter seems like the simplest character to play -- a combat machine suitable for newcomers to the game and for players who lack the drive or imagination to create more complex characters. But first impressions often prove false, and though a fighter can certainly be easy to play, dismissing him as a dull character is definitely a mistake. A well-constructed fighter, played with zeal and presence of mind, is a satisfying character and an indispensable member of any adventuring party. Fighter Assets The fighter class provides plenty of tools for effective adventuring. Below are several assets you have going for you when you choose a fighter. * High Hit Points: The fighter's 10-sided Hit Dice let him absorb lots of damage and keep right on going. * Good Armor Class: The fighter's class features don't include much in the way of special defenses, but his ability to wear any kind of armor and use any kind of shield usually gives him an impressive Armor Class. This factor combined with his high hit points makes for a great defensive package. * Good Attack Bonus: A fighter's base attack bonus is +1 per level, which is the best in the game. Thus, fighters can dish out damage as well as they can take it. * Good Fortitude Saves: A fighter uses the best save progression in the game for Fortitude saves (see Table 3-1 in the Player's Handbook). This natural resilience helps him resist most effects that attack his body, such as poison, polymorphing, and energy draining. * Good Weapon Selection: Because a fighter can use any simple or martial weapon, he's a deadly opponent no matter what weapon he wields. * Many Bonus Feats: Fighters gain a generous selection of bonus feats. Though they're mostly combat-oriented, these feats allow you great flexibility in tailoring a character to your taste. Fighter Weaknesses As with any class in the D&D game, the fighter's advantages come at a price. Here are a few of the disadvantages you should keep in mind if you're considering a fighter character. * Low Skill Points: At a mere two skill points per level, most fighters don't accumulate many skill ranks, even with quadruple skill points at 1st level. * Poor Reflex and Will Saves: Fighters have the worst progression for Reflex and Will saves in the game (see Table 3-1 in the Player's Handbook). Thus, they aren't good at avoiding most kinds of magical attacks. * Low Mobility: A fighter's reliance on heavy armor tends to make him a slow mover on the battlefield. Playing a Classy Fighter People who play great fighters usually use the following techniques. Be Prepared to Lead A fighter's natural place in an adventuring party is the front rank, because he has to be able to place himself between his more vulnerable compatriots and the enemy. In like manner, many successful encounters begin when the party fighter kicks in a door and charges into battle. Simply because of this front-line placement, a fighter often bears the onus of party leadership. But that leadership should have a cerebral element as well. Because of his place in the front rank, the fighter is in a good position to decide where the party should go, so it pays for him to think about the group's next move. It also pays for him to consider the party's marching order while everyone else is preparing for a play session. Besides its general utility, such planning gives his player something to do while the spellcaster players are choosing spells. Friends in Need Your fighter's combat ability provides a foundation for the party's overall fighting power. If you waste or misuse that ability, the whole party suffers. Likewise, the fighter needs the support of the rest of the party just to survive. So it pays for him to know how to scratch the backs of his fellow PCs. The Party's Stealth Factor: If your group has a rogue, ranger, bard, or monk, that character can serve as a scout for the rest of the party. But a rogue playing that role will get into trouble sooner or later -- perhaps by falling into a pit, or by meeting a hidden monster, or by just plain offending someone. At such junctures, your timely intervention can save the scout's skin. In addition, a rogue or other character with the sneak attack ability needs combat support in the form of an ally who can help her flank enemies. So get used to fighting in partnership with such characters and make sure you incorporate the advantage it provides into your tactics. The Party's Arcane Spellcaster: Wizards, sorcerers, and bards can pack a real punch with their spells, and they often serve as the party's heavy artillery. But since such characters usually have poor Armor Classes and very few hit points, they must rely on you to keep the opposition at a distance. The Party's Divine Spellcaster: Get friendly and stay friendly with your party's cleric, druid, or paladin. This character's healing spells can keep you on your feet longer while you're hacking your way through foes. Some Key Equipment Fighters rely heavily on their gear, so it pays to collect the right equipment. The essentials include the following. * Armor and Shield: If you're a fighter, it generally pays to get the best armor you can afford because you'll need that boost to your Armor Class. Plan to carry a shield (heavy or tower) unless you want to use a two-handed weapon. And don't overlook other defensive items, such as rings of protection and amulets of natural armor. Keep in mind that several lesser items that stack give you better protection, and at a cheaper price, than one big item. If you do a lot of wilderness adventuring, consider some backup armor, such as suit of studded leather (or a mithral chain shirt, if you can afford it) that you can wear at night. If you try to sleep in heavy armor you'll have penalties the next day. But if you sleep in your skivvies, you'll be in trouble if you're attacked in the night. * Primary Melee Weapon: Choose a martial or exotic weapon with a good damage rating and a decent capacity for making critical hits. A bastard sword or dwarven waraxe is a great choice because you can wield it in one hand if you take the right feat. Doing so lets you deal significant damage while still gaining the Armor Class benefits of a shield. For sheer damage-dealing ability, though, nothing beats a two-handed weapon, such as a greatsword or greataxe. * Backup Melee Weapon: Always have a light weapon or two handy. A light slashing weapon, such as a dagger or hand axe, can help get you out of a tight spot (for example, being swallowed whole by a big monster). It also pays to have a hefty weapon on hand in case you lose your primary one or find that it isn't effective. Make sure this weapon deals a different kind of damage than your primary weapon does. For example, if you normally use a bastard sword (a slashing weapon) consider a morningstar (which deals both bludgeoning and piercing damage) as a backup. * Ranged Weapon: Your forte is melee combat, but a ranged weapon comes in handy for those times when you can't reach your foes. It also makes up nicely for your general lack of mobility. A composite bow is a great choice because you can spend a little extra money on it and add your Strength bonus to damage.
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